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Topics - daman2501

#2
Ideas / Should bullets be added as a new resource?
April 23, 2016, 12:29:49 PM
I personally think bullets should be a resource cause it dosen`t make any sense TO ME that colonists and raiders can shoot endless rounds of bullets whithout ever having to reload or running out of them. Something else that should be took into consideration is that the selection of firearms is somewhat poor so why not adding guns too; so for that reason i will take guns from mods into consideration in the ideas i will put below. Also something that is rather ovbious but i will say it is that guns have different types of AMMO CAPACITY (i really wan`t to make enfasis on this) so they could be stored as "(Caliber) bullets)" or "(caliber) mags,clips" or you could have the bullets and then you would have to fabric the mags or clips to put the bullets there and being able to RECYCLE the empty mags for the specific caliber. The caliber would bee seen in the gun INFO and it would affect the Damage of the gun.

Now to give you an idea of how bullets would work read below:
*there are different calibers and types of ammunition for the guns just like in real life for example:
-The assault rifle (M4) would use the 5,56x45mm
-the pistol and the PDW would use 9x19mm (edited)
-the survival rifle would use .22LR
-the Heavy SMG would use 45ACP (edited
-the charge rifle would 100 shots Cells
-the LMG would use 7.62x51mm
-the minigun and the Sniper rifle would use .50BMG (in different mags /edited)
-the pump shotgun would use 12 Gauge
-the incendiary launcher would use incendiary rockets
-the doomsday rocket launcher would use Dooms day rockets
-the triple rockets would use "Rockets"
As i said before they would use a "Bullet" or Bullet/Mag/clip system so colonits can use the ammo
*now for MOD guns it would be the same, the modders would have to make the, compatible whit a caliber
(IDK how it would be for the mods that include non-existent weapons such as the tactical rifle or the plasma and laser guns, maybe they would have to create a new calliber or cell)

Well that would be all, please comment what you guys think of this sistem and don`t forget to vote.

EDIT 1: I forgot to mention. A colonist whit no pants will just be able to carry 1 (excluding the one in the gun) mag only but in the other hand a colonist with pants would be able to carry out 5 mags (excluding the one in the gun) also if you put a combat vest and if you have a parka, jacket or duster you receive +5 space for mags, the amount dobles, the power armor alone adds you 20 mags slots (excluding the one in the gun) what do you guys think about that?

EDIT 2: I think this must able to be OPTIONAL in the "advanced" Menu under the name of "combat realism"
#3
Mods / edB prepare carefully A13 BETA problem
April 10, 2016, 08:45:56 PM
I have a really weird problem, when i try to start a game using the mod, the colonists will not move; they will stay stopped. I do can move them by drafting them but i cannot make them do other things as soon as i undraft them they stay stopped again. Can someone tell me what to do?

PD: I already make several testings to see what was the thing that i was doing wrong, for example: changing the values of the skills, removing aparel, no inserting names, leave the birth date as it is, not inserting extra objects, putting all skills to max, re-download the mod, between other things.
#4
Like for many others here, that mod is something that has come to be something essential in a rimworld gameplay. To be brief i`m having a hard time playing the game without the mod so, does anybody knows when (if theres gonna be) a new version of that mod is coming out? cause the A12 build is not compatible with the A13 version of the game.

PD: i just wan`t to know if the creator is working on it or if he think he got a release date for it, i know it may take some time due to the new relationship sistem which i think is the ovbious cause that the mod is not compatible whit the new version of the game.